Video game processing program, video game processing system and video game processing method

ABSTRACT

A video game processing program product causes a user terminal to realize functions to control progress of a video game. The functions include: an updating function configured to update a position of a character; a first displaying function configured to display, in a normal mode, a normal game screen; and a second displaying function configured to display, in a photographing mode, a photographing game screen based on a photographing operation. In a first case where a user operates the user character to change position while the photographing screen is displayed in the photographing mode, a change in position of the user character does not affect a status of the normal mode. The status of the normal mode of the video game is configured to be updated in a second case while the photographing screen is displayed in the photographing mode.

CROSS-REFERENCE TO RELATED APPLICATION

This is a continuation application of U.S. patent application Ser. No.15/890,784, filed Feb. 7, 2018, which is a continuation application ofU.S. patent application Ser. No. 15/045,623, filed Feb. 17, 2016 and nowU.S. Pat. No. 9,919,216 issued Mar. 20, 2018, which claims the benefitof Japanese Patent Application No. 2015-185408, filed on Sep. 18, 2015.The disclosure of each of the above applications is expresslyincorporated herein by reference in its entirety.

BACKGROUND OF THE INVENTION 1. Field of the Invention

At least one of embodiments according to the present invention relatesto a non-transitory computer-readable medium including a video gameprocessing program, and a video game processing system and a video gameprocessing method for causing a user terminal to realize functions tocontrol progress of a video game in response to an operation of a user.

2. Description of the Related Art

Heretofore, various systems have been proposed for storing and usingimages of a video game as screenshots.

In such systems, for example, there is one that is configured so that astored screenshot is transmitted to a server and is then utilized (seeJapanese Patent Application Publication No. 2010-99211).

However, in the conventional system, there is a case where it isdifficult for the user to obtain a screenshot as intended by the user inaccordance with a status of the video game. Namely, in order to create agame screen displayed in accordance with the status of the video game ina user's intended form, the user may be required to be skilled in thevideo game to the extent. Further, such a problem easily occurs inparticular in a case where an object that acts independently of anoperation of the user (an NPC or a character of other user) is includedin the game screen.

SUMMARY OF THE INVENTION

It is an object of at least one of embodiments according to the presentinvention to solve the problem described above, and to provide a userwith a video game in which it is easy for the user to obtain an intendedscreenshot.

According to one non-limiting aspect of the present invention, there isprovided a non-transitory computer-readable medium including a videogame processing program product for causing a user terminal to realizefunctions to control progress of a video game in response to anoperation of a user. In this case, the functions include: an updatingfunction configured to update a position of a character on a virtualspace on the basis of a moving operation by one user or a plurality ofusers, the one user or each of the plurality of users being capable ofoperating the character; a first displaying function configured todisplay a game screen (hereinafter, referred to as a “normal screen”)corresponding to the one user or each of the plurality of users on thebasis of an update result by the updating function; a second displayingfunction configured to display a game screen (hereinafter, referred toas a “photographing screen”) on the basis of a photographing operation,an object other than the character of the user (hereinafter, referred toas a “user character”) carrying out a predetermined action (hereinafter,referred to as a “photographing action”) on the photographing screenwhen the photographing operation is carried out, the object(hereinafter, referred to as a “photographing subject”) satisfying apredetermined condition; and a storing function configured to store atleast a part of the photographing screen in a predetermined storageregion on the basis of a storing operation.

According to another non-limiting aspect of the present invention, thereis provided a video game processing system including a communicationnetwork, a server and a user terminal, the video game processing systembeing configured to control progress of a video game in response to anoperation of a user. The video game processing system according to oneembodiment of the present invention includes: an updating sectionconfigured to update a position of a character on a virtual space on thebasis of a moving operation by one user or a plurality of users, the oneuser or each of the plurality of users being capable of operating thecharacter; a first displaying section configured to display a gamescreen (hereinafter, referred to as a “normal screen”) corresponding tothe one user or each of the plurality of users on the basis of an updateresult by the updating function; a second displaying section configuredto display a game screen (hereinafter, referred to as a “photographingscreen”) on the basis of a photographing operation, an object other thanthe character of the user (hereinafter, referred to as a “usercharacter”) carrying out a predetermined action (hereinafter, referredto as a “photographing action”) on the photographing screen when thephotographing operation is carried out, the object (hereinafter,referred to as a “photographing subject”) satisfying a predeterminedcondition; and a storing section configured to store at least a part ofthe photographing screen in a predetermined storage region on the basisof a storing operation.

According to still another non-limiting aspect of the present invention,there is provided a video game processing method of controlling progressof a video game in response to an operation of a user. The video gameprocessing method according to one embodiment of the present inventionincludes: an updating process configured to update a position of acharacter on a virtual space on the basis of a moving operation by oneuser or a plurality of users, the one user or each of the plurality ofusers being capable of operating the character; a first displayingprocess configured to display a game screen (hereinafter, referred to asa “normal screen”) corresponding to the one user or each of theplurality of users on the basis of an update result by the updatingprocess; a second displaying process configured to display a game screen(hereinafter, referred to as a “photographing screen”) on the basis of aphotographing operation, an object other than the character of the user(hereinafter, referred to as a “user character”) carrying out apredetermined action (hereinafter, referred to as a “photographingaction”) on the photographing screen when the photographing operation iscarried out, the object (hereinafter, referred to as a “photographingsubject”) satisfying a predetermined condition; and a storing processconfigured to store at least apart of the photographing screen in apredetermined storage region on the basis of a storing operation.

According to each of the embodiments of the present application, one ortwo or more shortages are solved.

BRIEF DESCRIPTION OF THE DRAWINGS

The foregoing and other objects, features and advantages of the presentinvention will become more readily apparent from the following detaileddescription of preferred embodiments of the present invention thatproceeds with reference to the appending drawings:

FIG. 1 is a block diagram showing an example of a configuration of avideo game processing system corresponding to at least one ofembodiments according to the present invention.

FIG. 2 is a block diagram showing a configuration of a video gameprocessing server corresponding to at least one of the embodimentsaccording to the present invention.

FIG. 3 is a flowchart showing an example of game processingcorresponding to at least one of the embodiments according to thepresent invention.

FIG. 4 is a flowchart showing an example of an operation of a serverside in game processing corresponding to at least one of embodimentsaccording to the present invention.

FIG. 5 is a flowchart showing an example of an operation of a terminalside in the game processing corresponding to at least one of theembodiments according to the present invention.

FIG. 6 is a block diagram showing a configuration of a user terminalcorresponding to at least one of the embodiments according to thepresent invention.

FIG. 7 is a flowchart showing an example of the game processingcorresponding to at least one of the embodiments according to thepresent invention.

FIG. 8 is a block diagram showing a configuration of the user terminalcorresponding to at least one of the embodiments according to thepresent invention.

FIG. 9 is a flowchart showing an example of the game processingcorresponding to at least one of the embodiments according to thepresent invention.

FIG. 10 is a block diagram showing a configuration of the user terminalcorresponding to at least one of the embodiments according to thepresent invention.

FIG. 11 is a flowchart showing an example of the game processingcorresponding to at least one of the embodiments according to thepresent invention.

FIG. 12 is a block diagram showing a configuration of the user terminalcorresponding to at least one of the embodiments according to thepresent invention.

FIG. 13 is a flowchart showing an example of the game processingcorresponding to at least one of the embodiments according to thepresent invention.

FIG. 14 is a block diagram showing a configuration of the user terminalcorresponding to at least one of the embodiments according to thepresent invention.

FIG. 15 is an explanatory drawing for explaining an example of a storagestate of information corresponding to at least one of the embodimentsaccording to the present invention.

FIGS. 16A and 16B are explanatory drawings for explaining a conceptcorresponding to at least one of the embodiments according to thepresent invention.

FIG. 17 is an explanatory drawing for explaining an example of a gamescreen corresponding to at least one of the embodiments according to thepresent invention.

FIG. 18 is a flowchart showing an example of the game processingcorresponding to at least one of the embodiments according to thepresent invention.

DETAILED DESCRIPTION OF THE INVENTION

Hereinafter, examples of embodiments according to the present inventionwill be described with reference to the drawings. In this regard,various kinds of elements in an example of each embodiment, which willbe described below, can appropriately be combined with each other in arange where contradiction or the like does not occur. Further,explanation of the content that will be described as an example of anembodiment may be omitted in another embodiment. Further, the content ofoperations and/or processing with no relationship to characteristicportions of each embodiment may be omitted. Moreover, various kinds ofprocessing that constitute various kinds of processing flows (will bedescribed below) may be carried out in random order in a range wherecontradiction or the like does not occur in the content of theprocessing.

First Embodiment

FIG. 1 is a block diagram showing an example of a configuration of avideo game processing system 100 according to one embodiment of thepresent invention. As shown in FIG. 1, the video game processing system100 includes a video game processing server 10, and user terminals 20and 201 to 20N (“N” is an arbitrary integer) respectively used by aplurality of users (players) who play a video game. In this regard, theconfiguration of the video game processing system 100 is not limited tothis configuration. The video game processing system 100 may beconfigured so that the plurality of users uses a single user terminal,or may be configured so as to include a plurality of servers.

Each of the video game processing server 10 and the plurality of userterminals 20 and 201 to 20N is connected to a communication network 30such as the Internet. In this regard, although it is not shown in thedrawings, the plurality of user terminals 20 and 201 to 20N is connectedto the communication network 30 by carrying out data communication withbase stations managed by a telecommunication carrier by means of a radiocommunication line.

The video game processing system 100 includes the video game processingserver 10 and the plurality of user terminals 20, 201 to 20N, wherebyvarious kinds of functions for controlling progress of the video game inresponse to an operation of the user are realized.

The video game processing server 10 is managed by an administrator ofthe video game processing system 100, and has various kinds of functionsto provide information regarding the video game to the plurality of userterminals 20, 201 to 20N. In the present embodiment, the video gameprocessing server 10 is constructed by an information processingapparatus, such as a WWW server, and includes a storage medium forstoring various kinds of information. In this regard, the video gameprocessing server 10 is provided with a general configuration forcarrying out the video game, such as a control section and acommunicating section. However, its explanation herein is omitted.Further, in the video game processing system 100, it is preferable thatthe video game processing server 10 manages information regarding thevideo game from a point of view to reduce a processing load on each ofthe plurality of user terminals 20, 201 to 20N. However, the storagesection for storing the various kinds of information may include astorage region with a state that the video game processing server 10 canaccess the storage region. For example, the video game processing server10 may be configured so as to be provided with a dedicated storageregion outside the video game processing server 10.

FIG. 2 is a block diagram showing a configuration of a video gameprocessing server 10A (hereinafter, referred to as a “server 10A”) thatis an example of the configuration of the video game processing server10. The server 10A at least includes an updating section 11, a firstdisplaying section 12, a second displaying section 13, and a storingsection 14.

The updating section 11 has a function to update a position of acharacter that one user or each of a plurality of users can operate onthe virtual space on the basis of an operation of each of the users.

Here, the word “character that the user can operate” means a characterthat acts on the basis of an operation input by the user (a so-calledplayer character). Namely, it is preferable that the video game whoseprogress is controlled by the video game processing server 10 is a videogame in which the user is allowed to operate a character. In thisregard, there may be a case where the user character is not displayed ona game screen.

Further, the position on the virtual space means a space in whichcomponents of the video game including the character are virtuallyarranged. In this regard, the virtual space may be shared by theplurality of users, or may not be shared by the plurality of users. Inthis regard, in a case where the virtual space is shared, that is, in acase where the video game is a video game for multiplayer, a characterof the other user may be contained in an “operation subject” (will bedescribed later).

Further, the word “update the position of the character on the virtualspace on the basis of the user operation” means that informationregarding the position of the character (hereinafter, referred to as“position related information”) is updated using information regardingthe user operation (that is, operation related information). In thisregard, the configuration to update the position related information isnot limited particularly. For example, the video game processing system100 may be configured so that the position related information ismanaged by the video game processing server 10, or the position relatedinformation is managed by the user terminal 20, 201 to 20N. As anexample of such a configuration, there is a configuration in which aserver obtains user information inputted in each of the user terminals,the server carries out processing necessary to manage the virtual space,and information regarding an execution result is transmitted to each ofthe user terminals. In this case, as examples of the processingnecessary to manage the virtual space, various kinds of processes, suchas arrangement of time series, determination of a valid operation or aninvalid operation, update of the character information, and the like maybe contained. Further, as examples of the information regarding theexecution result, various kinds of information such as updatedpositional information, generated image information, and the like can becontained.

The first displaying section 12 has a function to cause the userterminal operated by each of the users to display a game screencorresponding to each of the users (hereinafter, referred to as a“normal screen”) on the basis of an update result by the updatingfunction.

Here, the user terminal means a terminal operated by one user inprinciple and a terminal that causes a display device provided thereinto display (or output) a game screen on a screen of the display device.

Further, the word “the server causes the user terminal (client) todisplay a game screen” means that communication for causing the userterminal to display the game screen is carried out. In this regard, theinformation transmitted by the server is not limited particularly. Thevideo game processing system 100 may be configured so that theinformation contains image information. Alternatively, the video gameprocessing system 100 may be configured so that the information containsonly a command for the user terminal.

The second displaying section 13 has a function to display a game screen(that is, a screen for photographing; hereinafter referred to as a“photographing screen”) on the user terminal operated by the user whocarried out the photographing operation. On the photographing screen, anobject (hereinafter, referred to as a “photographing subject”) otherthan the character of the user (the user character) that satisfies apredetermined condition when the photographing operation was carried outcarries out a predetermined action (hereinafter, referred to as a“photographing action”).

Here, the photographing operation means an input corresponding to acommand to display the photographing screen. Namely, in the presentembodiment, storage of the game screen (acquisition of a screenshot) iscarried out by the photographing operation (that is, a first operation)and a storing operation (that is, a second operation, will be describedlater). Namely, the photographing operation according to the presentembodiment means an operation for entering a preparatory phase tophotograph a screenshot. The configuration that the server 10A receivesa photographing operation by the user is not limited particularly.However, it is preferable that the configuration is a configuration inwhich the user easily inputs such an operation via a controller.

Further, the object means one that constitutes the virtual spaceincluding various kinds of characters (the so-called player characterand a non-player character). A condition to become the photographingsubject is not limited particularly. However, it is preferable that thecontent of the condition can be recognized by the user.

Further, the photographing action means an action defined in advance,which is carried out by the object. The content of the photographingaction is not limited particularly. However, it is preferable to be aposition of the object when there is a photographing operation or aposition that is determined on the basis of the position. As an exampleof the position that is determined on the basis of the position, thereis a position on the virtual space that is determined on the basis of apredetermined rule or a user operation. In this regard, theconfiguration for specifying an action corresponding to an object is notlimited particularly. The video game processing system 100 may beconfigured so that the position is determined at the time of creation ofthe video game. Alternatively, the video game processing system 100 maybe configured so that the position is determined in accordance with astatus of the video game. Further, the video game processing system 100may be configured so that the position of the object may be changed inresponse to the user operation or photographing action received whiledisplaying the photographing screen. In this case, it is preferable thata position change (or reposition) of the object by means of a useroperation or the like does not affect on the position managed by theserver. Namely, it is preferable that a position change (or reposition)of the object (except for a character of a photographer) on thephotographing screen does not affect on positional information managedfor the normal screen.

Further, the photographing screen means a screen that is ready to bestored in response to an operation of the user. In this regard, it is noneed to correspond the photographing screen with the screen (theso-called screenshot) that is to be photographed actually. For example,the video game processing system 100 may be configured so that a part ofthe photographing screen becomes a screen thus photographed(hereinafter, referred to as a “photographed screen”).

The storing section 14 has a function to store at least a part of thephotographing screen in a predetermined storage region on the basis ofthe storing operation.

Here, the storing operation means an input corresponding to a command tostore a game screen. The configuration that the server 10A receives thestoring operation by the user is not limited particularly. However, itis preferable that the storing operation is carried out while displayingthe photographing screen. As an example of the storing operation, thereis an operation to press a key different from the photographingoperation. In this regard, the video game processing system 100 may beconfigured so that it is determined that the storing operation isreceived in a case where an operation the same as the photographingoperation is received while displaying the photographing screen.

Further, the predetermined storage region may be provided in the insideof the server 10A, or may be provided on the outside of the server 10A.Further, the configuration to store all or a part of the photographingscreen (that is, the photographed screen) is not limited particularly.However, it is preferable that the configuration is a configuration inwhich the user who took a photograph is allowed to arbitrarily accessthe photographed screen thus stored. As an example of the configurationto store the photographed screen, there is a configuration to storeidentification information of the user and screen information so as tobe associated with each other.

Each of the plurality of user terminals 20, 201 to 20N is managed by auser (or a player) who plays the video game, and is configured by acommunication terminal, such as a cellular phone terminal, a PDA(Personal Digital Assistants), and a mobile game device, by which theuser can play a network delivery type game, for example. In this regard,the configuration of the user terminal that the video game processingsystem 100 can include is not limited to the examples described above.However, the user terminal may be configured so that the user canrecognize the video game. As the other example of the configuration ofthe user terminal, there is a so-called wearable divide such as a smartwatch, a combination of the wearable device and the communicationterminal, and the like.

Further, each of the plurality of user terminals 20, 201 to 20N isconnected to the communication network 30, and includes hardware (forexample, the display device for displaying a game screen, an audiooutput device and the like) and software for carrying out the video gameby communicating with the video game processing server 10. In thisregard, each of the plurality of user terminals 20, 201 to 20N may beconfigured so as to be capable of directly communicating with each otherwithout the video game processing server 10.

Next, an operation of a video game processing system 100 (hereinafter,referred to as a “system 100”) according to the present embodiment willbe described.

FIG. 3 is a flowchart showing an example of game processing carried outby the system 100. In the game processing according to the presentembodiment, processing related to registration of a group of elementsand usage of the group of elements is carried out. Hereinafter, a casewhere the server 10A and a user terminal 20 (hereinafter, also referredto as a “terminal 20”) carry out the game processing as processingrelated to the video game will be described as an example.

The game processing is started when it is in a state in whichphotographing is allowed, for example. Hereinafter, a case wherephotographing is permitted in the terminal 20 will be described as anexample.

In the game processing, the terminal 20 first receives a photographingoperation (Step S11). In the present embodiment, the terminal 20receives an operation via the controller as a moving operation, andtransmits information regarding the received moving operation (movingoperation information) to the server 10A. In this regard, theconfiguration of the controller is not limited particularly. Thecontroller may be a game pad or a keyboard. Alternatively, thecontroller may be a so-called virtual controller.

When the moving operation information is received from the terminal 20,the server 10A updates the position of the character on the basis of thereceived moving operation information (Step S12). In the presentembodiment, the server 10A updates coordinates of the character in thevirtual space in which the plurality of characters are arranged.

When the position of the character is updated, the server 10A causes theterminal 20 to display the normal screen (Step S13). In the presentembodiment, the server 10A transmits information, which contains theposition of the character after update, (hereinafter, referred to as“normal screen information”) to the terminal 20.

When the normal screen information is received from the server 10A, theterminal 20 receives a photographing operation (Step S14). In thepresent embodiment, the terminal 20 displays the normal screen on thebasis of the received normal screen information; receives apredetermined photographing operation by the user; and transmitsinformation regarding the photographing operation (hereinafter, referredto as “photographing operation information”) to the server 10A.

When the photographing operation information is received from theterminal 20, the server 10A displays the photographing screen on thebasis of the received photographing operation information (Step S15). Inthe present embodiment, the server 10A transmits information containingthe information regarding the photographing subject (hereinafter,referred to as “photographing screen information”) to the terminal 20.

When the photographing screen information is received from the server10A, the terminal 20 receives a storing operation (Step S16). In thepresent embodiment, the terminal 20 displays the photographing screen onthe basis of the received photographing screen information; receives apredetermined storing operation by the user; and transmits informationregarding the storing operation (hereinafter, referred to as “storingoperation information”) to the server 10A.

When the storing operation information is received from the terminal 20,the server 10A stores all or a part of the photographing screen(hereinafter, referred to as a “photographed screen”) on the basis ofthe received storing operation information (Step S15). In the presentembodiment, the server 10A store the photographed screen in apredetermined storage region so as to be associated with theidentification information of the terminal 20.

FIG. 4 is a flowchart showing an example of an operation of the server10A side in the game processing. Here, the operation of the server 10Ain the video game processing system 100 will be described again.

In the game processing, the server 10A first updates a position of thecharacter (Step S101); displays the normal screen (Step S102); displaysthe photographing screen (Step S103); and stores all or a part of thephotographing screen (the photographed screen) (Step S104).

FIG. 5 is a flowchart showing an example of the action of the terminal20 side in a case where the terminal 20 carries out the game processing.Hereinafter, a case where the terminal 20 solely carries out the gameprocessing will be described as an example. In this regard, the terminal20 is configured so as to include the similar functions of the videogame processing server 10 except for the function to receive the variouskinds of information from the video game processing server 10. Thus, itsexplanation is omitted from a point of view to avoid repeatedexplanation.

The terminal 20 receives a moving operation by one user or a pluralityof users who operates the terminal 20 (Step S201). In the presentembodiment, the terminal 20 receives a predetermined user operationindicating a moving direction as a moving operation.

When the moving operation is received, the terminal 20 updates aposition of the character, which each of the users can operate, on thevirtual space on the basis of the received moving operation (Step S202).In the present embodiment, the terminal 20 controls progress of thevideo game that proceeds using the virtual space in which various kindsof objects including a character operated by one user are arranged. Inthis regard, explanation of update other than that of the position ofthe character (for example, update of various kinds of parameters) willbe omitted herein.

When the position of the character is updated, the terminal 20 displaysa game screen (the normal screen) corresponding to each of the users onthe basis of an update result (Step S203). In the present embodiment,the terminal 20 displays a game screen corresponding to a camera thatvirtually photographs the character operated by the one user(hereinafter, referred to as a “virtual camera”) on a display screen ofthe display device provided therein.

When the normal screen is displayed (or is being displayed), theterminal 20 receives a photographing operation (Step S204). In thepresent embodiment, the terminal 20 determines that the photographingoperation is received in a case where a predetermined button provided onthe controller is pressed.

When the photographing operation is received, the terminal 20 displaysthe photographing screen (Step S205). In the present embodiment, theterminal 20 displays, on the basis of the photographing operation, thephotographing screen in which the object (the photographing subject)other than the character of the user who operates the terminal 20 thatsatisfies the predetermined condition when the photographing operationwas carried out carries out the predetermined action (photographingaction) at the position as the game screen

When the photographing screen is displayed (or is being displayed), theterminal 20 receives a storing operation (Step S206). In the presentembodiment, the terminal 20 determines that the storing operation isreceived in a case where a predetermined operation that does not containspecification of a photographing range is received.

When the storing operation is received, the terminal 20 stores thephotographed screen (Step S207). In the present embodiment, the terminal20 stores at least a part (the photographed screen) of the photographingscreen in a predetermined storage region on the basis of the storingoperation.

As explained above, as one side of the first embodiment, the video gameprocessing server 10A for controlling progress of the video game inresponse to an operation of the user is configured so as to include theupdating section 11, the first displaying section 12, the seconddisplaying section 13, and the storing section 14. Thus, it is possibleto: update the position of each of the characters that the users canoperate on the virtual space on the basis of the moving operation oneuser or the plurality of users; cause the user terminal operated by eachof the users to display the game screen (the normal screen)corresponding to each of the users on the basis of the update result bythe updating function; cause the user terminal operated by the user whocarried out the photographing operation to display the game screen (thephotographing screen) in which the object (the photographing subject)other than the character of the user (the user character), whichsatisfies the predetermined condition when the photographing operationwas carried out, carries out the predetermined action (the photographingaction); and store at least a part of the photographing screen in thepredetermined storage region on the basis of the storing operation.Therefore, it is possible to provide the user with the video game inwhich it is easy to obtain an intended screenshot.

Namely, the photographing operation causes the terminal 20 to displaythe game screen in which other object that the user cannot operate inprincipal carries out the predetermined action. Therefore, it ispossible to reduce a difficulty to obtain the photographed screenintended by the user.

Further, as one side of the first embodiment described above, the videogame processing system 100 is configured so that the photographingsubject includes a character that acts in accordance with a character ofother user than the user who carried out the photographing operation orpredetermined rule. Therefore, it is possible to reduce a difficulty toobtain the photographed screen including various kinds of characterscompared with a case where various kinds of characters act independentlyof an intention of the user who wants to take a photograph.

Further, as one side of the first embodiment described above, the videogame processing system 100 is configured so that the photographingaction is an action that is carried out at a position at which thephotographing subject is positioned when the photographing operation wascarried out or a position determined on the basis of the position.Therefore, it becomes possible to shift (or change) from the normalscreen to the photographing screen smoothly.

In this regard, it has not been mentioned particularly in the example ofthe first embodiment described above. However, the server 10A causes theuser terminal 20 operated by the user who does not carry out aphotographing operation to display the normal screen. Namely, in theplurality of user terminals each of which displays the normal screen,the game screen showing that various kinds of objects exist in the samevirtual space is displayed. However, in the user terminal that displaysthe photographing screen, an original game screen for photographing isdisplayed. In this regard, it is preferable that the latest normalscreen is displayed in the user terminal after the photograph isterminated.

Second Embodiment

FIG. 6 is a block diagram showing a configuration of a user terminal 20B(hereinafter, referred to as a “terminal 20B”), which is an example ofthe user terminal 20. In the present embodiment, the terminal 20B atleast includes an updating section 21, a first displaying section 22, asecond displaying section 23B, and a storing section 24.

The updating section 21 has a function to update a position of acharacter that one user or each of a plurality of users the user canoperate on a virtual space on the basis of a moving operation by each ofthe users.

The first displaying section 22 has a function to display a game screen(hereinafter, referred to as a “normal screen”) corresponding to each ofthe users on the basis of an update result by the updating section 21.

The second displaying section 23B has a function to display, on thebasis of a photographing operation, a game screen (hereinafter, referredto as a “photographing screen”) in which an object (hereinafter,referred to as a “photographing subject”) other than the character ofthe user (the user character) that satisfies a predetermined conditionwhen the photographing operation was carried out carries out apredetermined action (that is, a photographing action).

Further, the second displaying section 23B also has a function todisplay a photographing screen in which an eye of the photographingsubject faces toward (or looks at) a position of a virtual camera.

Here, the configuration to cause the eye of the photographing subject toface the position of the virtual camera is not limited particularly.However, it is preferable that the photographing screen does not give anuncomfortable feeling to the user. Namely, for example, it is preferablethat the configuration is a configuration in which a portionconstituting the object other than the “eye” is also adjustedappropriately in accordance with the position of the virtual camera. Asan example of such a configuration, there is a configuration in whichnot only an eye of an object but also the whole object is controlled toface toward a position of the virtual camera. In this regard, in thepresent embodiment, a case where “an eye faces toward a position of acamera” is referred to as a “camera eye line”, and a case where “asubstantial front surface, not the camera, faces toward the position ofthe camera” is referred to as a “state where the object faces toward theposition of the camera”.

The storing section 24 has a function to store at least a part of thephotographing screen in a predetermined storage region on the basis of astoring operation.

FIG. 7 is a flowchart showing an example of the game processing carriedout by the terminal 20. Hereinafter, an operation of the terminal 20Bwill be described as an example. In this regard, an operation with thevideo game processing server 10 is omitted from a point of view to avoidrepeated explanation.

When the photographing operation is received, the terminal 20B displaysa photographing screen of a camera's eye (Step S2-11). In the presentembodiment, the terminal 20B controls an object that satisfies thepredetermined condition So that an eye of the object faces toward thevirtual camera as object that does not depend on a control for thenormal screen.

As explained above, as one side of the second embodiment, the userterminal 20B is configured so as to include the updating section 21, thefirst displaying section 22, the second displaying section 23B, and thestoring section 24. Therefore, it is possible to provide the user withthe video game by which the photographing screen, in which an eye of thephotographing subject faces toward the position of the virtual camera,is displayed and this makes it possible for the user to experience afeeling to photograph a commemorative picture together with thephotographing subject.

In this regard, as the example of the second embodiment described above,the case where the terminal 20B displays the photographing screen inwhich the eye of the photographing subject faces toward the position ofthe virtual camera has been explained as an example. However, theconfiguration of the photographing screen is not limited to thisconfiguration. The video game processing system 100 may be configured sothat the object is controlled so as to comply with an intention of aphotographer. As an example of such a configuration, there is aconfiguration in which an eye line not only faces toward a direction ofa camera, but also faces a predetermined direction defined in advance.Since there is a person who his or her gaze from the camera when to takea picture, such a configuration may be useful.

Third Embodiment

FIG. 8 is a block diagram showing a configuration of a user terminal 20C(hereinafter, referred to as a “terminal 20C”), which is an example ofthe user terminal 20. In the present embodiment, the terminal 20C atleast includes an updating section 21, a first displaying section 22, asecond displaying section 23C, a storing section 24, and an executingsection 25.

The executing section 25 has a function to cause the user character tocarry out (or execute) a series of actions.

Here, the series of actions means actions that are carried out when theuser inputs an execution starting operation therefor. The configurationof the series of actions is not limited particularly. However, it ispreferable that the series of actions include one expressing user'sfeelings. As examples of the series of actions, there are an “action tomake a bow” associated with an operation indicating “greeting”, and an“action to sit down in that place and then to lie down” associated withan operation indicating “having a rest”.

The second displaying section 23C has a function to display aphotographing screen in which the series of actions that are defined inadvance as at least a part of the photographing action are carried out.

FIG. 9 is a flowchart showing an example of game processing carried outby the terminal 20. Hereinafter, an operation of the terminal 20C willbe described as an example. In this regard, an operation with the videogame processing server 10 is omitted from a point of view to avoidrepeated explanation.

When a photographing operation is received, the terminal 20C displays aphotographing screen in which the series of actions are carried out(Step S3-11). In the present embodiment, the terminal 20C displays, asthe photographing screen, a game screen in which the object displayed ona display screen of the terminal 20C carries out the series of actions.

As explained above, as one side of the third embodiment, the userterminal 20C is configured so as to include the updating section 21, thefirst displaying section 22, the second displaying section 23C, thestoring section 24, and the executing section 25. Thus, it is possibleto cause the user character to: carry out the series of actions; anddisplay the photographing screen in which the series of actions definedin advance as at least a part of the photographing action is carriedout. Therefore, it is possible to provide a user with the video game inwhich it is further easy for the user to obtain an intended screenshotcompared with a case where the user cannot predict an action of anobject.

Fourth Embodiment

FIG. 10 is a block diagram showing a configuration of a user terminal20D (hereinafter, referred to as a “terminal 20D”), which is an exampleof the user terminal 20. In the present embodiment, the terminal 20D atleast includes an updating section 21, a first displaying section 22, asecond displaying section 23D, and a storing section 24.

The second displaying section 23D has a function to display aphotographing screen in which each of a plurality of user charactersstarts a series of actions as the photographing action at predeterminedtiming in a case where the plurality of user characters is aphotographing subject.

Here, as the plurality of user characters, there are a case where aplurality of characters of the user who operates the terminal 20D isincluded and a case where a character of other user than the user isincluded. In this regard, the configuration to display the character ofother user on the display screen of the display device included in theterminal 20D is not limited particularly. However, it is preferable thatthe video game processing system 100 is configured so that the usersrespectively operate different terminals. As examples of such aconfiguration, there are a client server system configuration and a P2Ptype configuration.

Further, the series of actions may be common to the plurality of usercharacters, or may not be common to the plurality of user characters. Ina case where the series of actions are not common, a method ofdetermining the series of actions corresponding to each of the usercharacters is not limited particularly. However, the video gameprocessing system 100 may be configured so that the user of the terminal20D is allowed to determine whether the series of actions is common ornot. Alternatively, the video game processing system 100 may beconfigured so that it is determined whether the series of actions iscommon or not in accordance with a predetermined rule independently ofan operation of the user, for example.

Further, the predetermined timing may be common to the plurality of usercharacters. The video game processing system 100 may be configured sothat the predetermined timing is specified on the basis of a kind and/ora position of each of the user characters, or a kind of the series ofactions. Namely, the video game processing system 100 may be configuredso that timing when the plurality of user characters included in thephotographing subject starts the series of actions coincides with eachother, or so that the timing does not coincide with each other. However,it is preferable to provide timing at which there is a high possibilitythat the user wants to store the game screen in the photographingscreen. As an example of such a configuration, there is a configurationin which each of the actions starts at timing when the series of actionsby the plurality of user characters are completed substantially at thesame time.

FIG. 11 is a flowchart showing an example of game processing carried outby the terminal 20. Hereinafter, an operation of the terminal 20D willbe described as an example. In this regard, an operation with the videoprocessing server 10 is omitted from a point of view to avoid repeatedexplanation.

When a photographing operation is received, the terminal 20D displaysthe photographing screen in which a series of actions are carried out atpredetermined timing (Step S4-11). In the present embodiment, theterminal 20D displays a game screen, in which the user characterdisplayed on the display screen of the terminal 20D carries out theseries of actions at the predetermined timing as the photographingscreen.

As explained above, as one side of the fourth embodiment, the video gameprocessing server 10D is configured so as to include the updatingsection 21, the first displaying section 22, the second displayingsection 23D, and the storing section 24. Thus, in a case where theplurality of user characters are the photographing subjects, thephotographing screen in which each of the user character starts theseries of actions at predetermined timing as the photographing action isdisplayed. Therefore, it is possible to provide the user with the videogame in which the intended screenshot can be obtained comparativelyeasily even when there is a plurality of user characters.

Fifth Embodiment

FIG. 12 is a block diagram showing a configuration of a user terminal20E (hereinafter, referred to as a “terminal 20E”), which is an exampleof the user terminal 20. In the present embodiment, the terminal 20E atleast includes an updating section 21E, a first displaying section 22E,a second displaying section 23E, a storing section 24E, and a settingsection 26E.

The updating section 21E has a function to update a position of each ofuser characters in a case where a photographing operation is carriedout. Namely, information corresponding to a normal screen is updatedeven while displaying a photographing screen.

The first displaying section 22E has a function to display the normalscreen on the user terminal operated by a user on the basis of the factthat the user who carried out the photographing operation satisfies aterminating condition.

Here, the content of the terminating condition is not limitedparticularly. However, it is preferable that the user can satisfy thetermination condition arbitrarily. As an example of the terminatingcondition, there is a condition that a predetermined operation by theuser is received.

The second displaying section 23E has a function to display aphotographing screen in which at least a part of a series of actions isrepeated as a photographing action.

Here, the configuration to repeat all or a part of the series of actionsis not limited particularly. For example, the video game processingsystem 100 may be configured so as to require an operation of the user,or so as not to require the operation.

Further, the second displaying section 23E has a function to display aphotographing screen, in which at least one of an eye and a body of aphotographing subject faces toward a position of a virtual camera, onthe basis of a kind of the series of actions.

Here, the configuration to determine a portion that faces toward theposition of the virtual camera is not limited particularly. However, itis preferable that the configuration is a configuration in which anunnatural impression is not applied to the user. As an example of such aconfiguration, there is a configuration in which a kind of the series ofactions and the portion that faces toward the position of the virtualcamera are stored in advance so as to be associated with each other.

Further, the second displaying section 23E has a function to display aphotographing screen in which the series of actions that have beencarried out before the photographing operation are contained in thephotographing action.

Here, the series of actions that have been carried out before thephotographing operation means a series of actions (just-before actions)that an object (including the user character) carried out before theuser of the terminal 20 carries out the photographing operation. As anexample of the configuration to display the photographing screen inwhich the just-before actions are carried out, there is a configurationin which the series of actions that were carried out by the respectiveobjects are stored as the just-before actions so as to be associatedwith the respective objects.

Further, the setting section 26E has a function to set up a form of aphotographing subject or the content of a photographing action on thebasis of an operation by the user who carried out the photographingoperation.

Here, the configuration for setting up the content of the form of thephotographing subject is not limited particularly. However, it ispreferable that the video game processing system 100 is configured sothat in a case where the photographing subject is a character that hasan expression (or aspect), the user can arbitrarily select one from aplurality of expression, for example. Further, the configuration to setup the content of the photographing action is not limited particularly.However, it is preferable that the configuration is a configuration inwhich the user can arbitrarily select one among a plurality of actions.

Moreover, the second displaying section 23E has a function to cause theuser terminal to display a photographing screen in which a characterthat is positioned within a range set up for the virtual cameracorresponding to the user who carried out the photographing operation iscontained in the photographing subject.

Here, a correspondent relationship between the virtual camera and thephotographing range is not limited particularly. For example, the videogame processing system 100 may be configured so that in a case where aplurality of virtual cameras are set up for one virtual space, thephotographing range is set up for each of the virtual cameras.

Further, the second displaying section 23E has a function to cause theuser terminal to display a photographing screen in which a usercharacter of other user associated with the user who carried out thephotographing operation is included in the photographing subject.

Here, the configuration to associate the user of the terminal 20E withthe other user is not limited particularly. However, it is preferablethat the configuration is a configuration in which the user is allowedto recognize the other user with each other. As an example of such aconfiguration, there is a configuration to constitute a so-called friendor a party.

FIG. 13 is a flowchart showing an example of the game processing carriedout by the terminal 20. Hereinafter, an operation of the terminal 20Ewill be described as an example. In this regard, an operation with thevideo game processing server 10 is omitted from a point of view to avoidrepeated explanation.

When any photographing operation is not carried out, the terminal 20Edisplays the normal screen (Step S5-11). In the present embodiment, theterminal 20 displays the latest normal screen on the basis of latestinformation of each of the objects that become photographing subjectsafter the photographing operation was carried out and the terminatingcondition is then satisfied.

When a photographing operation is received while displaying the normalscreen (Step S5-12), the terminal 20E displays a photographing screen inwhich the series of actions by the photographing subject are carried out(Step S5-13). In the present embodiment, the terminal 20E specifies thephotographing subject and the series of actions in accordance withprogress of the video game, and displays the photographing screen.

When the photographing screen is displayed, the terminal 20E terminatesthe display of the photographing screen on the basis of the terminatingcondition (Step S5-14). In the present embodiment, the terminal 20Eterminates the display of the photographing screen when a terminatingoperation by the user is received, and displays the latest normalscreen.

As explained above, as one side of the fifth embodiment, the userterminal 20E is configured so as to include the updating section 21E andthe first displaying section 22E. Therefore, even in a case where thephotographing operation was carried out, it is possible to update theposition of each of the user characters. Further, in a case where theuser who carried out the photographing operation satisfies theterminating condition, it is possible to cause the user terminaloperated by the user to display the normal screen (that is, the latestnormal screen). This makes it possible to avoid an action of other userfrom being restricted by the photographing screen.

Further, as one side of the fifth embodiment, the user terminal 20E isconfigured so as to include the second displaying section 23E.Therefore, it is possible to display the photographing screen in whichat least apart of the series of actions is repeated as the photographingaction. This makes it possible to provide plural photographing timingssuitable in the photographing screen.

Further, as one side of the fifth embodiment, the user terminal 20E isconfigured so as to include the second displaying section 23E.Therefore, the photographing screen in which at least one of the eye andthe body of the photographing subject faces toward the position of thevirtual camera is displayed on the basis of the kind of the series ofactions. This makes it possible to reduce a user load for storing thegame screen that may correspond to a so-called commemorative picture(that is, a game screen in which various kinds of objects looks to beaware of the camera eye line or the camera).

Further, as one side of the fifth embodiment, the user terminal 20E isconfigured so as to include the second displaying section 23E.Therefore, the photographing screen in which the series of actionscarried out before the photographing operation are included in thephotographing action can be displayed, and an object (that is, arestricted object) for which an action instruction of the user whocarried out the photographing operation is restricted can be provided.Here, as examples of the restricted object, there are a part ofnon-player characters and a user character of other user. In thisregard, the video game processing system 100 may be configured so that abehavior of the user character of the other user at the photographingoperation can be set up in advance. Here, the settable matter is notlimited particularly. However, for example, there are the content of theseries of actions, whether the user who carried out the photographingoperation is allowed or not, and the like.

Further, as one side of the fifth embodiment, the user terminal 20E isconfigured so as to include the second displaying section 23E.Therefore, the user terminal can be caused to display a photographingscreen in which a character that is positioned within a range set up forthe virtual camera corresponding to the user who carried out thephotographing operation is included in the photographing subject. Thismakes it possible to realize a video game in which it is easy to storethe game screen according to an intention of this user while a feelingto cut out “now (a present state)” of the game screen is applied to theuser.

Further, as one side of the fifth embodiment, the user terminal 20E isconfigured so as to include the second displaying section 23E.Therefore, it is possible to provide, to the user, the video game inwhich the user terminal is caused to display the photographing screen,in which the user character of the other user associated with the userwho carried out the photographing operation is included in thephotographing subject; and the user who wants to take a photograph canobtain a screenshot conforming his or her intention without requestingit to other user between users in which a predetermined relationship isestablished, such as so-called party members.

Sixth Embodiment

FIG. 14 is a block diagram showing a configuration of a user terminal20F (hereinafter, referred to as a “terminal 20F”), which is an exampleof the user terminal 20 in the video game processing system 100 (seeFIG. 1). Hereinafter, a case where progress of a video game (a so-callednetwork game) that is caused to proceed by appropriately communicatingwith a video game processing server 10 is controlled by the terminal 20Fprovided with a display device will be described as an example.

In the present embodiment, the terminal 20F at least includes anupdating section 21F, a first displaying section 22F, a seconddisplaying section 23F, and a storing section 24F.

The updating section 21F has a function to update a position of acharacter that one user or each of a plurality of users can operate on avirtual space on the basis of an operation of each of the users. In thepresent embodiment, the updating section 21F communicates with the videogame processing server 10 to carry out update of various kinds ofinformation necessary for displaying a game screen.

The first displaying section 22F has a function to display a game screen(the normal screen) corresponding to each of the users on the basis ofan update result by the updating function. In the present embodiment,the first displaying section 22F displays a game screen corresponding toa virtual viewpoint for the user who operates the terminal 20F. Namely,a game screen corresponding to a present state of a character that actson the basis of an operation of other user (other user character) and acharacter that acts on the basis of a predetermined rule (non-playercharacter) is displayed on the normal screen.

The second displaying section 23F has a function to display a gamescreen (the photographing screen), in which an object (photographingsubject) other than the character of this user (the user character) thatsatisfies the predetermined condition when the photographing operationwas carried out carried out a predetermined action (photographingaction) at the position, on the basis of a photographing operation (orphotograph starting operation) by the user. In the present embodiment,the second displaying section 23F sets up the terminal 20F to aphotographing mode, in which update of the position is not reflected toat least apart of the other user character and the object in the virtualspace, in a case where a predetermined photographing operation by theuser is received.

Here, the configuration of the photographing mode is not particularlylimited so long as the configuration is a configuration in which aposition of at least a part of the objects is not updated unlike thenormal screen. Hereinafter, a configuration in which a character ofother user who forms a party with the user who carried out thephotographing operation carries out a photographing action (hereinafter,referred to as a “group posing mode”) will be described as an example.

FIG. 15 is an explanatory drawing for explaining an example of a storagestate of information stored in a storage section (not shown in thedrawings) included in the terminal 20F. As shown in FIG. 15, theterminal 20F stores a subject, a kind, and necessity of various kinds offunctions related to the photographing screen as information regardingdisplay of the photographing screen (that is, photographing screenrelated information) so as to be associated with each other.

Here, the subject means a controlled subject in the group posing mode.Namely, in the group posing mode, an action of the subject is controlledindependently of that for the normal screen.

Further, the kind means a kind of the subject. By storing the kinds, itis possible to classify the control content in the group posing mode forevery kind. As the kind according to the present embodiment, there are aPC operated by the user, and an NPC operated by a predetermined rule.

Further, as examples of the various kinds of functions, there arestorage of coordinates in the virtual space, storage of a directiontoward which the subject faces, execution of the camera eye line, andexecution of an action for expressing emotion (hereinafter, referred toas an “emote” or “emoting”). In the present embodiment, the subject ofvarious kinds of functions is set up to “1”, and the other is set up to“0”.

Here, the storage of coordinates means a function to store and developcurrent coordinates of a subject PC/NPC at the time when the groupposing mode is carried out. In this regard, in the present embodiment,sky also becomes a subject in a case where the subject is flying.Further, in a case where the subject is falling down, coordinates of aground plane is stored.

Further, the storage of the direction toward which the subject facesmeans a function to store and develop a direction toward which thesubject PC/NPC currently faces at the time when the group posing mode iscarried out.

Further, the execution of the camera eye line means a function that aPC/NPC as the subject carrying out a camera eye line carries out thecamera eye line after the group posing mode transition. In this regard,in the present embodiment, the camera eye line is carried out when afixed time elapses after transition of the group posing mode.

Further, in the present embodiment, the eye line does not always followa camera direction, but a function is turned ON (the eye line remains toface toward a direction at the time when to face toward the direction).Namely, the PC/NPC of the subject carrying out a camera eye line carriesout the camera eye line when the fixed time elapses after the transitionof the group posing mode, and faces toward the camera direction at thetime when the camera eye line started. Further, in a case where an“emoting that has been carried out finally” by the PC of the subject is“eye line following: cancel”, a direction of a body of the characteritself is caused to face toward the camera direction. Hereinafter, eyeline following determination and rotation prohibiting determination willbe described briefly.

The eye line following determination means determination whether an eyeline of a subject follows the virtual camera or not in a case where theposition of the virtual camera is moved during the group posing mode. Amethod of the eye line following determination is not limitedparticularly. In the present embodiment, the user can arbitrarily set upwhether the eye line of the subject follows the virtual camera or not.

The rotation prohibiting determination means determination whether adirection of the subject can be rotated during the group posing mode ornot. A method of eye line following determination is not limitedparticularly. However, it is preferable that a processing load requiredfor the determination does not become excessive.

Further, execution of an emote (or emoting) means a function to“maintain an emoting that has been carried out finally” by the subjectPC before transition to the group posing mode, and to start the emotingat predetermined timing (for example, simultaneously or in union) by thesubject PC that carried out the emoting when the fixed time elapsesafter transition to the group posing mode. In this regard, in thepresent embodiment, plural kinds of emotings are provided, and there isa difference among functions for the respective emotings. Hereinafter, asingle emote and a loop emote will be described briefly.

The single emote means an emoting that is repeatedly carried out untilthe group posing mode is terminated.

The loop emote means an emoting that starts in a state where an emotingthat becomes a loop subject is carried out and continues to loop theemoting until the group posing mode is terminated. Namely, in a casewhere a loop emoting includes a motion at the time of start and a basicmotion are, the motion at the time of start is ignored in the groupposing mode. In this regard, when the loop emote is carried out in thenormal screen, storage of the basic motion is canceled.

The group posing mode is used to cut out “now or a current state” of theuser and the party members, whereby a screenshot is easily photographed.The group posing mode according to the present embodiment is set up as atemporary simple event state only on this terminal (client). In thegroup posing mode, the character of the user who carried out theoperation and a character of other user (for example, the party members)are controlled so as to carry out a camera eye line. In this regard, inthe present embodiment, the character of the user who carried out theoperation and the character of the other user simultaneously carry outthe emoting that has been carried out finally at the coordinates when toshift to the group posing mode alternatively or in addition to thecamera eye line.

FIGS. 16A and 16B are explanatory drawings for explaining an example ofthe photographing mode (the group posing mode). FIG. 16A shows a virtualspace corresponding to the normal screen. As shown in FIG. 16A, in thenormal screen, party members PM1, PM2, PM3 exist in a field of view of avirtual camera C that photographs a user character UC, an eye line or adirection of each of the party members (see arrows of the drawings) isbased on an operation by each of the users. For this reason, the eyelines or directions may be unequal.

On the other hand, FIG. 16B shows a virtual space corresponding to agame screen (the photographing screen) of the group posing mode. Asshown in FIG. 16B, the party members PM1, PM2, PM3 face toward thedirection of the virtual camera C in the photographing screen. Then, atthis time, in the terminal of the user corresponding to each of theparty members, a game screen in which his or her own user character actson the basis of an operation of the user (the normal screen) isdisplayed. Namely, the photographing screen does not coincide with thenormal screen.

FIG. 17 is an explanatory drawing for explaining an example of thephotographing screen. As shown in FIG. 17, a game screen in which eachof the user character UC and the three party members PM1, PM2, PM3become a so-called camera eye line is displayed on the photographingscreen. In this regard, in the present embodiment, the user can operatea position and a direction of the virtual camera in the photographingscreen.

The storing section 24F has a function to store at least a part of thephotographing screen in a predetermined storage region on the basis of astoring operation. In the present embodiment, the storing section 24Fstores a still image in response to the user operation. In this regard,the video game processing system 100 may be configured so as to becapable of storing a moving image.

FIG. 18 is a flowchart showing an example of the game processing carriedout by the terminal 20. Hereinafter, an operation of the terminal 20Fwill be described as an example. In this regard, an operation with thevideo game processing server 10 is omitted from a point of view to avoidrepeated explanation.

In the game processing, the terminal 20F first displays the normalscreen (Step S6-11). In the present embodiment, the terminal 20Fdisplays, as the normal screen, a game screen in which the character ofthe user who operates the terminal 20F and various kinds of otherobjects act in a video game, which belongs to a so-called MMORPG.

The terminal 20F starts the group posing mode when a predeterminedcondition is satisfied while displaying the normal screen (Step S6-12).In the present embodiment, in a case where a key to which start of thegroup posing mode is assigned is inputted or in a case where apredetermined text command is inputted, the terminal 20F starts thegroup posing mode. In this regard, in the present embodiment, the grouppose does not start under a specific condition. As examples of thecontent of the specific condition, there are a condition that the usercharacter is jumping (including falling down), a condition that agimmick is being controlled, a condition when to ride on a vehicle orvessel together with other character.

When the group posing mode is started, the terminal 20F displays a groupposing mode screen (Step S6-13). In the present embodiment, the terminal20F first stores recent emoting of the subject as a process to displaythe group posing mode screen. In this regard, a method of storing anaction history of the subject is not limited particularly. However, itis preferable that overuse by the user is not carried out. Subsequently,the terminal 20F stores coordinates and a direction of the subjectPC/NPC in the normal screen. In the present embodiment, the terminal 20Fdarken the game screen at this stage. Then, the terminal 20F displays,as the photographing screen after the darkness is terminated, a gamescreen (the group posing mode screen) in which the subject carries out acamera eye line and emoting.

In this regard, a PC/NPC other than the subject of the group posing modeis set to the same state as a normal state. Namely, in a case where a PCother than the subject runs through the inside of the screen, the PCruns through the inside of than the subject attacks a PC, the NPCcontinues to attack the PC within the screen.

The terminal 20F terminates the group posing mode when a predeterminedcondition is satisfied while displaying the normal screen (Step S6-14).In the present embodiment, the terminal 20F terminates the group posingmode in accordance with an input of a predetermined key or an input of atext command, and returns to the normal screen. In this regard, aterminating condition (the predetermined condition) of the group posingmode is not limited particularly. For example, the terminating conditionmay contain a condition that forced termination is carried out by thevideo game processing system 100.

In this regard, the terminal 20F always receives a storing operation ofthe game screen by the user in principle, and stores the displaying gamescreen in the predetermined storage region on the basis of the storingoperation.

As explained above, as one side of the sixth embodiment, the userterminal 20F that controls progress of the video game in response to anoperation of the user is configured so as to include the updatingsection 21F, the first displaying section 22F, the second displayingsection 23F, and the storing section 24F. Thus, the position of each ofthe characters that the one user or each of the plurality of users canoperate on the virtual space is updated on the basis of the movingoperation; the game screen (the normal screen) corresponding to each ofthe users is displayed on the basis of the update result; the gamescreen (the photographing screen) in which the object (the photographingsubject) other than the character of the user (the user character) thatsatisfies the predetermined condition when the photographing operationwas carried out carries out the predetermined action (photographingaction) at that position is displayed on the basis of the photographingoperation; and at least a part of the photographing screen is stored inthe predetermined storage region on the basis of the storing operation.This makes it possible to provide the user with the video game by whichit is possible to obtain a screenshot intended by the user.

In this regard, it has not been mentioned particularly in the example ofthe sixth embodiment described above. However, the video game processingsystem 100 may be configured so that the terminal 20F maintains a stateof each of the objects before the photographing screen is displayed (forexample, a buff/debuff status). In this case, the video game processingsystem 100 may be configured so that various kinds of battle effects arereproduced while displaying the photographing screen and the emoting isnot carried out if it cannot move.

In this regard, it has not been mentioned particularly in the example ofthe sixth embodiment described above. However, the terminal 20F may beconfigured so as not to display a predetermined UI while displaying thephotographing screen.

In this regard, it has not been mentioned particularly in the example ofthe sixth embodiment described above. However, the video game processingsystem 100 may be configured so that the terminal 20F can switch posesof various kinds of objects while displaying the photographing screen.In this case, for example, the video game processing system 100 may beconfigured so as to determine a series of actions and a display form(for example, expression) corresponding to each of the objects on thebasis of an operation of the user. Further, the video game processingsystem 100 may be configured so that a common action and display formare applied to the objects that satisfies the predetermined condition(for example, all of the user characters thus displayed) on the basis ofan operation of the user.

In this regard, it has not been mentioned particularly in the example ofthe sixth embodiment described above. However, the video game processingsystem 100 may be configured so that the terminal 20F changes a displayrange of the virtual space on the basis of a user operation. In thiscase, for example, the video game processing system 100 may beconfigured so that the display range of the virtual space centering thecharacter of the user can move in a fixed direction (for example,horizontally). Further, in this case, the video game processing system100 may be configured so as to provide a limitation to a moving range.

In this regard, it has not been mentioned particularly in the example ofthe sixth embodiment described above. However, the terminal 20F may beconfigured so as to: determine an object of the user character andphotographing subject as a standard; specify a drawing range of thevirtual space on the basis of the position of the object determined asthe standard; and display a game screen generated on the basis of thedrawing range. By configuring the video game processing system 100 inthis manner, it becomes possible to cause a PC/NPC other than his or herown character as the subject of the group pose to watch (or take a lookat) the virtual camera. In this regard, the configuration to determinean object that becomes a standard is not limited particularly. However,it is preferable that the video game processing system 100 is configuredso that the user can recognize the object that becomes the standard. Asan example of such a configuration, there is a configuration in whichthe user is caused to select an object that becomes a standard.

In this regard, it has not been mentioned particularly in the example ofthe sixth embodiment described above. However, the video game processingsystem 100 may be configured so that the object other than the usercharacter contains an object that can act on the basis of at least oneof the position and the action of the user character. By configuring thevideo game processing system 100 in this manner, it becomes possible toinclude an object whose influence on a user operation is large in asubject of a group pose. In this regard, as examples of such an object,there are a so-called summon monster and a pet.

In this regard, it has not been mentioned particularly in the example ofthe sixth embodiment described above. However, the terminal 20F may beconfigured so as to: cause the photographing subject to start thephotographing action when the photographing screen is displayed; stopthe photographing action on the basis of an operation of the user; andrestart the photographing action on the basis of an operation of theuser. By configuring the terminal 20F in this manner, it is possible toenhance a degree of freedom of a photographing method. In this case, thevideo game processing system 100 may be configured so as to display, asthe photographing screen, a game screen in which the photographingsubject is in a state corresponding to the stopping time when thephotographing action is stopped. Further, in a case where the video gameprocessing system 100 is configured in this manner, the video gameprocessing system 100 may also be configured so that: the terminal 20Fchanges the position of the virtual camera while stopping thephotographing action; causes, after stopping, the photographing subjectto return to a state before start of the photographing action; andcauses, when to restart, the photographing subject to face toward adirection to the changed position of the virtual camera. By configuringthe video game processing system 100 in this manner, for example, it ispossible to set up the camera eye line at the start of the group pose,and it is also possible to change the direction of the camera eye lineduring the group pose. Namely, for example, the following display can berealized: the photographing subject is displayed by the camera eye lineat the time of start of group pose; when a stopping operation isreceived from the user, the photographing subject that faces toward anoriginal eye line (that is, a direction toward which the photographingsubject faces before start of the group pose) is displayed; and when thedirection of the camera is changed in response to the user operation andthe camera eye line is restarted, the photographing subject whose eyeline faces toward a current camera direction (each direction of the bodyin a case of a motion that takes swinging) is displayed. In this regard,as an example of the configuration to display the photographing subjectthat faces toward the original eye line, there is a configuration inwhich an eye line point toward which the photographing subject facesbefore start of photograph is maintained for a predetermined period oftime (for example, from the start to an end of the photograph).

In this regard, it has not been mentioned particularly in the example ofthe sixth embodiment described above. However, the terminal 20F may beconfigured so as to: control the virtual camera so that the usercharacter is positioned at a predetermined position in the game screenwhen the normal screen is displayed; and control the virtual camera sothat the user character is positioned at a different position from thepredetermined position when the photographing screen is displayed. Byconfiguring the video game processing system 100 in this manner, it ispossible to gather characters at a lower right of a frame and tophotograph the characters. In this regard, the video game processingsystem 100 may be configured so that the user character gets out of thegame screen. Further, the configuration to operate the direction of thevirtual camera is not limited particularly. However, it is preferablethat the user is allowed to input an operation (that is, a tilt and panoperation) for changing the direction of the virtual camera verticallyor horizontally.

In this regard, it has not been mentioned particularly in the example ofthe sixth embodiment described above. However, the video game processingsystem 100 may be configured so that the terminal 20F sets up a fielddepth regarding the virtual space, and displays a game screen generatedusing the field depth. In this regard, the configuration to set up thefield depth is not limited particularly. However, it is preferable thatthe user is allowed to recognize the content of the field depth thus setup. As an example of such a configuration, there is a configuration inwhich a Ray check is carried out against a user specifying position inthe game screen (for example, a point on which the user clicks by meansof a mouse), and a focus is set up using a collision point as astandard.

In this regard, it has not been mentioned particularly in the example ofthe sixth embodiment described above. However, the video game processingsystem 100 may be configured so that the terminal 20F sets up afiltering regarding the game screen, and stores at least a part of thephotographing screen, to which the filtering is set up, in apredetermined storage region. By configuring the video game processingsystem 100 in this manner, it becomes possible to provide the user witha video game by which it is further possible to obtain a screenshotintended by the user. In this regard, the configuration of the filter isnot limited particularly. However, it is preferable that the video gameprocessing system 100 implements a plurality of filtering patterns, andthe user is allowed to arbitrarily select a filtering. As an example ofthe filtering, there is one by a sepia tone.

As explained above, one or two or more shortages are solved by each ofthe embodiments of the present application. In this regard, the effectsby each of the embodiments are non-limiting effects or one example ofeffects.

In this regard, in each of the embodiments described above, each of theplurality of user terminals 20, 201 to 20N and the video game processingserver 10 carries out the various kinds of processings described abovein accordance with various kinds of control programs (for example, avideo game processing program) stored in the storage device with whichthe corresponding terminal or server is provided.

Further, the configuration of the video game processing system 100 isnot limited to the configuration that has been explained as the exampleof the respective embodiments described above. For example, the videogame processing server 10 may be configured so that a part or all of theprocessings that have been explained as the processings carried out bythe user terminal is carried out by the video game processing server 10.Alternatively, the video game processing system 100 may be configured sothat a part or all of the processings that have been explained as theprocessings carried out by the video game processing server 10 iscarried out by any of the plurality of user terminals 20 and 201 to 20N(for example, the user terminal 20). Further, the video game processingsystem 100 may be configured so that a part or all of the storagesections included by the video game processing server 10 is included inany of the plurality of user terminals 20 and 201 to 20N. Namely, thevideo game processing system 100 may be configured so that a part or allof the functions included in any one of the user terminal 201 and thevideo game processing server 10 according to the video game processingsystem 100 is included in the other.

Further, the video game processing program may be configured so as tocause a single apparatus that does not include a communication networkto realize a part or all of the functions, which have been explained asthe examples of the respective embodiments described above.

In this regard, the word “in accordance with progress of the video game”means that occurrence of various kinds of progress or changes and thelike that can be generated in the video game becomes timing or astandard of the processing of specifying. As an example of theprocessing of specifying, there are a determining process, aninformation updating process and the like. Further, as examples of thevarious kinds of progress or changes that can be generated in the videogame, there are progress of time, a change in the game element value, aspecific status or update of a flag, an operation input by the user, andthe like.

APPENDIX

The explanation of the embodiments described above has been described sothat the following inventions can be at least realized by a personhaving a normal skill in the art to which the present invention belongs.

(1)

A non-transitory computer-readable medium including a video gameprocessing program product for causing a user terminal to realizefunctions to control progress of a video game in response to anoperation of a user,

wherein the functions include:

an updating function configured to update a position of a character on avirtual space on the basis of a moving operation by one user or aplurality of users, the one user or each of the plurality of users beingcapable of operating the character;

a first displaying function configured to display a game screen(hereinafter, referred to as a “normal screen”) corresponding to the oneuser or each of the plurality of users on the basis of an update resultby the updating function;

a second displaying function configured to display a game screen(hereinafter, referred to as a “photographing screen”) on the basis of aphotographing operation, an object other than the character of the user(hereinafter, referred to as a “user character”) carrying out apredetermined action (hereinafter, referred to as a “photographingaction”) on the photographing screen when the photographing operation iscarried out, the object (hereinafter, referred to as a “photographingsubject”) satisfying a predetermined condition; and

a storing function configured to store at least a part of thephotographing screen in a predetermined storage region on the basis of astoring operation.

(1-1)

The non-transitory computer-readable medium according to claim (1),

wherein the photographing subject includes a character that acts inaccordance with a character of the other user than the user who carriedout the photographing operation or a predetermined rule.

(1-2)

The non-transitory computer-readable medium according to claim (1) or(1-1),

wherein the photographing action is an action that is carried out at aposition at which the photographing subject is positioned when thephotographing operation was carried out or a position determined on thebasis of the position.

(2)

The non-transitory computer-readable medium according to claim (1),

wherein the second displaying function includes a function configured todisplay a photographing screen in which an eye of the photographingsubject face toward a position of a virtual camera.

(3)

The non-transitory computer-readable medium according to claim (1) or(2),

wherein the updating function includes a function configured to update aposition of each of the user characters in a case where thephotographing operation is carried out, and

wherein the first displaying function includes a function configured tocause the user terminal operated by the user to display the normalscreen in a case where the user who carried out the photographingoperation satisfies a terminating condition.

(4)

The non-transitory computer-readable medium according to any one ofclaims (1) to (3),

wherein the functions further include:

an executing function configured to cause the user character to carryout a series of actions, and

wherein the second displaying function includes a function configured todisplay a photographing screen in which the series of actions defined inadvance are carried out as at least a part of the photographing action.

(4-1)

The non-transitory computer-readable medium according to claim (4),

wherein the second displaying function includes a function configured todisplay a photographing screen in which at least a part of the series ofactions is repeated as the photographing action.

(4-2)

The non-transitory computer-readable medium according to claim (4) or(4-1),

wherein the second displaying function includes a function configured todisplay a photographing screen in which each of a plurality of usercharacters starts the series of actions at predetermined timing as thephotographing action in a case where the plurality of user charactersare the photographing subject.

(4-3)

The non-transitory computer-readable medium according to any one ofclaims (4) to (4-2),

wherein the second displaying function includes a function configured todisplay, on the basis of a kind of the series of actions, aphotographing screen in which at least one of an eye and a body of thephotographing subject faces toward a position of a virtual camera.

(4-4)

The non-transitory computer-readable medium according to any one ofclaims (4) to (4-3),

wherein the second displaying function includes a function configured todisplay a photographing screen in which the series of actions that havebeen carried out before the photographing operation are contained in thephotographing action.

(5)

The non-transitory computer-readable medium according to any one ofclaims (1) to (4),

wherein the functions further include:

a setting function configured to set up a form of the photographingsubject or the content of the photographing action on the basis of anoperation by the user who carried out the photographing operation.

(6)

The non-transitory computer-readable medium according to any one ofclaims (1) to (5),

wherein the second displaying function includes a function configured tocause the user terminal to display a photographing screen in which acharacter that is positioned within a range set up for a virtual cameracorresponding to the user who carried out the photographing operation isincluded in the photographing subject.

(7)

The non-transitory computer-readable medium according to any one ofclaims (1) to (6),

wherein the second displaying function includes a function configured tocause the user terminal to display a photographing screen in which auser character of other user associated with the user who carried outthe photographing operation is included in the photographing subject.

(A)

The non-transitory computer-readable medium according to any one ofclaims (1) to (7),

wherein the functions further include:

a standard determining function configured to determine an object of theuser character and the photographing subject as a standard; and

a specifying function configured to specify a drawing range of thevirtual space on the basis of a position of the object that isdetermined as the standard, and

wherein the second displaying function includes a function configured todisplay a game screen that is generated on the basis of the drawingrange.

(B)

The non-transitory computer-readable medium according to any one ofclaims (1) to (7) and (A),

wherein an object other than the user character contains an object thatcan act on the basis of at least one of the position and the action ofthe user character.

(C)

The non-transitory computer-readable medium according to any one ofclaims (1) to (7), (A) and (B),

wherein the functions further include:

a starting function configured to cause the photographing subject tostart the photographing action when the photographing screen isdisplayed by the second displaying function;

a stopping function configured to stop the photographing action on thebasis of an operation of the user; and

a restarting function configured to restart the photographing action onthe basis of an operation of the user,

wherein the second displaying function includes a function configured todisplay, as the photographing screen, a game screen in which thephotographing subject is in a state corresponding to a stopping timewhen the photographing action is stopped by the stopping function.

(C-1)

The non-transitory computer-readable medium according to claim (C),

wherein the functions further include:

a changing function configured to change a position of a virtual camerawhile the stopping function stops the photographing action,

wherein the stopping function includes a function configured to cause,after stopping, the photographing subject to return to a state beforestart of the photographing action, and

wherein the restarting function includes a function configured to cause,when to restart, the photographing subject to face toward a direction tothe position changed by the changing function of the virtual camera.

(D)

The non-transitory computer-readable medium according to any one ofclaims (1) to (7), and (A) to (C),

wherein the functions further include:

a first controlling function configured to control the virtual camera sothat the user character is positioned at a predetermined position in thegame screen when the normal screen is displayed; and

a second controlling function configured to control the virtual cameraso that the user character is positioned at a position different fromthe predetermined position when the photographing screen is displayed.

(E)

The non-transitory computer-readable medium according to any one ofclaims (1) to (7), and (A) to (D),

wherein the functions further include:

a field depth setting function configured to set up a field depthregarding the virtual space, and

wherein the displaying function includes a function configured todisplay a game screen generated using the field depth.

(F)

The non-transitory computer-readable medium according to any one ofclaims (1) to (7), and (A) to (E),

wherein the functions further include:

a filter setting function configured to set up a filtering regarding thegame screen, and

wherein the storing function includes a function configured to store atleast apart of the photographing screen to which the filtering is set upby the setting function in a predetermined storage region.

(8)

A non-transitory computer-readable medium including a video gameprocessing program for causing a server to realize at least one of thefunctions that the video game processing program according to any one ofclaims (1) to (7) and (A) to (F) causes the user terminal to realize,the server being capable of communicating with the user terminal.

(9)

A user terminal in which the video game processing program described inany one of claims (1) to (8) and (A) to (F) is installed.

(10)

A video game processing system including a communication network, aserver and a user terminal, the video game processing system configuredto control progress of a video game in response to an operation of auser, the video game processing system comprising:

an updating section configured to update a position of a character on avirtual space on the basis of a moving operation by one user or aplurality of users, the one user or each of the plurality of users beingcapable of operating the character;

a first displaying section configured to display a game screen(hereinafter, referred to as a “normal screen”) corresponding to the oneuser or each of the plurality of users on the basis of an update resultby the updating function;

a second displaying section configured to display a game screen(hereinafter, referred to as a “photographing screen”) on the basis of aphotographing operation, an object other than the character of the user(hereinafter, referred to as a “user character”) carrying out apredetermined action (hereinafter, referred to as a “photographingaction”) on the photographing screen when the photographing operation iscarried out, the object (hereinafter, referred to as a “photographingsubject”) satisfying a predetermined condition; and

a storing section configured to store at least a part of thephotographing screen in a predetermined storage region on the basis of astoring operation.

(11)

The video game processing system according to claim (10),

wherein the server comprises the updating section, the first displayingsection, the second displaying section, and the storing section, and

wherein the user terminal comprises:

a receiving section configured to receive information from the server,the information being used to output a game screen indicating the normalscreen and the photographing screen on a display screen of a displaydevice.

(12)

A non-transitory computer-readable medium including a video gameprocessing program product for causing a server to realize functions tocontrol progress of a video game in response to an operation of a user,

wherein the functions include:

an updating function configured to update a position of a character on avirtual space on the basis of a moving operation by one user or aplurality of users, the one user or each of the plurality of users beingcapable of operating the character;

a first displaying function configured to cause a user terminal todisplay a game screen (hereinafter, referred to as a “normal screen”)corresponding to the one user or each of the plurality of users on thebasis of an update result by the updating function, the user terminalbeing operated by the one user or each of the plurality of users;

a second displaying function configured to cause the user terminal todisplay a game screen (hereinafter, referred to as a “photographingscreen”) on the basis of a photographing operation, an object other thanthe character of the user (hereinafter, referred to as a “usercharacter”) carrying out a predetermined action (hereinafter, referredto as a “photographing action”) on the photographing screen when thephotographing operation is carried out, the object (hereinafter,referred to as a “photographing subject”) satisfying a predeterminedcondition; and

a storing function configured to store at least a part of thephotographing screen in a predetermined storage region on the basis of astoring operation.

(13)

A non-transitory computer-readable medium including a video gameprocessing program product for causing a server to realize functions tocontrol progress of a video game in response to an operation of a user,

wherein the functions include:

an updating function configured to update a position of a character on avirtual space on the basis of a moving operation by one user or aplurality of users, the one user or each of the plurality of users beingcapable of operating the character;

a first displaying function configured to cause a user terminal todisplay a game screen (hereinafter, referred to as a “normal screen”)corresponding to the one user or each of the plurality of users on thebasis of an update result by the updating function, the user terminalbeing operated by the one user or each of the plurality of users;

a second displaying function configured to cause the user terminal todisplay a game screen (hereinafter, referred to as a “photographingscreen”) on the basis of a photographing operation, an object other thanthe character of the user (hereinafter, referred to as a “usercharacter”) carrying out a predetermined action (hereinafter, referredto as a “photographing action”) on the photographing screen when thephotographing operation is carried out, the object (hereinafter,referred to as a “photographing subject”) satisfying a predeterminedcondition; and

a storing function configured to store at least a part of thephotographing screen in a predetermined storage region on the basis of astoring operation,

wherein the video game processing program product causes the userterminal to realize a function configured to receive information fromthe server, the information being used to output a game screenindicating the normal screen and the photographing screen on a displayscreen of a display device.

(14)

A non-transitory computer-readable medium including a video gameprocessing program for causing a user terminal to realize at least oneof the functions that the video game processing program according toclaim (12) causes the server to realize, the user terminal being capableof communicating with the server.

(15)

A server in which the video game processing program described in any oneof claims (12) to (14) is installed.

(16)

A video game processing method of controlling progress of a video gamein response to an operation of a user, the video game processing methodcomprising:

an updating process configured to update a position of a character on avirtual space on the basis of a moving operation by one user or aplurality of users, the one user or each of the plurality of users beingcapable of operating the character;

a first displaying process configured to display a game screen(hereinafter, referred to as a “normal screen”) corresponding to the oneuser or each of the plurality of users on the basis of an update resultby the updating process;

a second displaying process configured to display a game screen(hereinafter, referred to as a “photographing screen”) on the basis of aphotographing operation, an object other than the character of the user(hereinafter, referred to as a “user character”) carrying out apredetermined action (hereinafter, referred to as a “photographingaction”) on the photographing screen when the photographing operation iscarried out, the object (hereinafter, referred to as a “photographingsubject”) satisfying a predetermined condition; and

a storing process configured to store at least a part of thephotographing screen in a predetermined storage region on the basis of astoring operation.

(17)

A video game processing method of controlling progress of a video gamein response to an operation of a user, a video game processing systemcarrying out the video game processing method, the video game processingsystem comprising a communication network, a server, and a userterminal, the video game processing method comprising:

an updating process configured to update a position of a character on avirtual space on the basis of a moving operation by one user or aplurality of users, the one user or each of the plurality of users beingcapable of operating the character;

a first displaying process configured to display a game screen(hereinafter, referred to as a “normal screen”) corresponding to the oneuser or each of the plurality of users on the basis of an update resultby the updating process;

a second displaying process configured to display a game screen(hereinafter, referred to as a “photographing screen”) on the basis of aphotographing operation, an object other than the character of the user(hereinafter, referred to as a “user character”) carrying out apredetermined action (hereinafter, referred to as a “photographingaction”) on the photographing screen when the photographing operation iscarried out, the object (hereinafter, referred to as a “photographingsubject”) satisfying a predetermined condition; and

a storing process configured to store at least a part of thephotographing screen in a predetermined storage region on the basis of astoring operation.

According to one of the embodiments of the present invention, it isuseful to provide a player with a video game in which it is easy toobtain an intended screenshot.

What is claimed is:
 1. A non-transitory computer-readable mediumincluding a video game processing program product for causing a userterminal to realize functions to control progress of a video game inresponse to an operation of a user, the user operating a user characterby using the user terminal, the functions comprising: an updatingfunction configured to update a position of a character on a virtualspace based on a moving operation by the user; a first displayingfunction configured to display, in a normal mode, a normal game screencorresponding to the user based on an update result by the updatingfunction; and a second displaying function configured to display, in aphotographing mode, a photographing game screen based on a photographingoperation, the photographing game screen being independent from thenormal game screen, wherein a status of the normal mode of the videogame is configured to be updated in a first case while the photographinggame screen is displayed in the photographing mode.
 2. Thenon-transitory computer-readable medium according to claim 1, wherein,in a second case where the user operates the user character to change aposition of the user character while the photographing game screen isdisplayed in the photographing mode, the change in the position of theuser character does not affect the status of the normal mode of thevideo game.
 3. The non-transitory computer-readable medium according toclaim 2, wherein the status of the normal mode of the video game isconfigured to be updated in the first case where the user operates aphotographing operation while the photographing game screen is displayedin the photographing mode.
 4. The non-transitory computer-readablemedium according to claim 2, wherein the first displaying function isfurther configured to display the normal game screen in a third casewhile the photographing game screen is displayed in the photographingmode.
 5. The non-transitory computer-readable medium according to claim4, wherein the first displaying function is configured to display thenormal game screen in the third case where the user satisfies aterminating condition while the photographing game screen is displayedin the photographing mode.
 6. The non-transitory computer-readablemedium according to claim 5, wherein the terminating condition includesa predetermined operation by the user being received.
 7. Thenon-transitory computer-readable medium according to claim 2, wherein,in a third case where the user repositions the user character while thephotographing game screen is displayed in the photographing mode,positional information of the user character in the normal mode of thevideo game is not affected.
 8. A video game processing terminalconfigured to control progress of a video game in response to anoperation of a user, the user operating a user character by using thevideo game processing terminal, the video game processing terminalcomprising: an updating section configured to update a position of acharacter on a virtual space based on a moving operation by the user; afirst displaying section configured to display, in a normal mode, anormal game screen corresponding to the user based on an update resultby the updating section; and a second displaying section configured todisplay, in a photographing mode, a photographing game screen based on aphotographing operation, the photographing game screen being independentfrom the normal game screen, wherein, in a first case where the useroperates the user character to change a position of the user characterwhile the photographing game screen is displayed in the photographingmode, a change in the position of the user character does not affect astatus of the normal mode of the video game, and wherein a status of thenormal mode of the video game is configured to be updated in a firstcase while the photographing game screen is displayed in thephotographing mode.
 9. The video game processing terminal according toclaim 8, wherein, in a second case where the user operates the usercharacter to change a position of the user character while thephotographing game screen is displayed in the photographing mode, thechange in the position of the user character does not affect the statusof the normal mode of the video game.
 10. The video game processingterminal according to claim 9, wherein the status of the normal mode ofthe video game is configured to be updated in the first case where theuser operates a photographing operation while the photographing gamescreen is displayed in the photographing mode.
 11. The video gameprocessing terminal according to claim 9, wherein the first displayingsection is further configured to display the normal game screen in athird case while the photographing game screen is displayed in thephotographing mode.
 12. The video game processing terminal according toclaim 11, wherein the first displaying section is configured to displaythe normal game screen in the third case where the user satisfies aterminating condition while the photographing game screen is displayedin the photographing mode.
 13. The video game processing terminalaccording to claim 12, wherein the terminating condition includes apredetermined operation by the user being received.
 14. The video gameprocessing terminal according to claim 9, wherein, in a third case wherethe user repositions the user character while the photographing gamescreen is displayed in the photographing mode, positional information ofthe user character in the normal mode of the video game is not affected.15. A video game processing method of controlling progress of a videogame in response to an operation of a user, the user operating a usercharacter by using a user terminal, the video game processing methodcomprising: updating a position of a character on a virtual space basedon a moving operation by the user; displaying, on the user terminal andin a normal mode, a normal game screen corresponding to the user basedon an update result by the updating; and displaying, on the userterminal and in a photographing mode, a photographing game screen basedon a photographing operation, the photographing game screen beingindependent from the normal game screen, wherein a status of the normalmode of the video game is configured to be updated in a first case whilethe photographing game screen is displayed in the photographing mode.16. The video game processing method according to claim 15, wherein, ina second case where the user operates the user character to change aposition of the user character while the photographing game screen isdisplayed in the photographing mode, the change in the position of theuser character does not affect the status of the normal mode of thevideo game.
 17. The video game processing method according to claim 16,wherein the status of the normal mode of the video game is configured tobe updated in the first case where the user operates a photographingoperation while the photographing game screen is displayed in thephotographing mode.
 18. The video game processing method according toclaim 16, wherein the normal game screen is displayed in a third casewhile the photographing game screen is displayed in the photographingmode.
 19. The video game processing method according to claim 18,wherein the normal game screen is displayed in the third case where theuser satisfies a terminating condition while the photographing gamescreen is displayed in the photographing mode.
 20. The video gameprocessing method according to claim 16, wherein, in a third case wherethe user repositions the user character while the photographing gamescreen is displayed in the photographing mode, positional information ofthe user character in the normal mode of the video game is not affected.